immersive-home/app/content/system/miniature/mini_wall_shader.gdshader

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shader_type spatial;
render_mode blend_mix, cull_back, diffuse_burley, specular_schlick_ggx;
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uniform vec4 data[100];
uniform int data_size: hint_range(0, 100, 1);
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uniform float alpha: hint_range(0.0, 1.0, 0.1) = 0.3;
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uniform sampler2D color_gradient;
uniform float roughness : hint_range(0.0, 1.0) = 0.85;
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uniform vec4 edge_color : source_color = vec4(0.0, 0.0, 0.0, 1.0);
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varying vec3 color;
varying vec2 aspect_ratio;
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float simple_weight(int index, vec3 world_pos, float p) {
return 1.0 / pow(distance(data[index].xyz, world_pos), p);
}
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float sphere_weight(int index, vec3 world_pos, float r) {
float dist = distance(data[index].xyz, world_pos);
return pow(max(0, r - dist) / (r * dist), 2);
}
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void vertex() {
color = vec3(0.9, 0.9, 0.9);
aspect_ratio = CUSTOM0.rg;
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if(data_size > 0) {
float distances[100];
float dist_sum = 0.0;
float data_sum = 0.0;
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float closest_dist = -1.0;
int closest_index = 0;
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closest_dist = distance(data[0].xyz, VERTEX);
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// Inverse distance weighting using Shepard's method
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for(int i = 0; i < data_size; i++) {
distances[i] = sphere_weight(i, VERTEX, 5.0);
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dist_sum += distances[i];
data_sum += distances[i] * data[i].w;
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float dist = distance(data[i].xyz, VERTEX);
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if(dist < closest_dist) {
closest_dist = dist;
closest_index = i;
}
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}
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float value = (1.0 / dist_sum) * data_sum;
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if( value > 0.0 || value < 1.0) {
color.xyz = texture(color_gradient, vec2(value, 0)).xyz;
} else {
color.xyz = texture(color_gradient, vec2(data[closest_index].w, 0)).xyz;
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}
}
}
void fragment() {
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ROUGHNESS = roughness;
DEPTH = FRAGCOORD.z + 0.0001;
ALBEDO = vec3(color.xyz);
vec2 pos = vec2(UV.x * aspect_ratio.x, UV.y * aspect_ratio.y);
float border = 0.05;
if (pos.x <= border) {
ALBEDO = mix(vec3(0.0), ALBEDO, pos.x / border);
}
if (pos.x >= aspect_ratio.x - border) {
ALBEDO = mix(vec3(0.0), ALBEDO, 1.0 - (pos.x - (aspect_ratio.x - border)) / border);
}
if (pos.y <= border) {
ALBEDO = mix(vec3(0.0), ALBEDO, pos.y / border);
}
if (pos.y >= aspect_ratio.y - border) {
ALBEDO = mix(vec3(0.0), ALBEDO, 1.0 - (pos.y - (aspect_ratio.y - border)) / border);
}
}